Game Development Community

Opinions Please - Physics solution

by Andy Hawkins · in Torque Game Engine · 05/15/2008 (12:39 am) · 21 replies

So some of you who have been seeing my posts here would know I am working on BRAVE, a 3d shooter.

I am trying to implement physics into the game so I can blow up buildings (or rather the aliens can) realistically so that chunks of rubble fall away and hit things - crushing cars etc.

To do this, so far I have implemented (to varying degrees of success)
1. RigidShape - works but rigid object dont interact with other rigid objects, only scene objects and terrain.
2. ODEScript - objects fall through terrain.

So the opinions I seek are to comment on "what solution should I use for implementing physics into TGEA to make buildings blow up please?"
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#21
06/04/2008 (10:58 am)
Well, I'm not really that new, been around for awhile. Good point on the RPG....though that could actually be really cool if done right. I've never dealt with Flight Simulators so I don't what would be best? One thing I've noticed over the years is that GG keeps creating new tools and spawning more engines for different needs, TGB, TorqueX, TSE which finally became TGEA. Why not keep TGE/A as is for those RPG, flight simulator and whatever else developers and take TGE/A one step farther and have TPGE/A or PTGE/A or......you know what I mean. If it ends up costing more money, then yeah, I'd pay for it for sure ;-)
There's no doubt that GG would have to do some business with either of those companies to get it into their engine and sell it as a package or something. All I'm saying, from a developers perspective, is that it's a factor that makes me look for other game engine options. I like GG and what they have, and of course I hope to see a physics solution down the road.
Cheers.
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